3856b34f8a
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- UI_DESIGN: double-tap recall vs zoom, hover-hold drag auto-zoom, placing & recall rules, grid-lines toggle (gapless checkerboard default), animated shuffle; fix the stale MakeMove/Reset description (direct ✅ button + ↩️ Reset tab, no popover). - FUNCTIONAL (+ru): optional trailing '.' in display names; profile edited inline. - PLAN: robot early band [1,5]→[3,10] (#14); round-4 refinements + deferred #2/#16.
140 lines
9.5 KiB
Markdown
140 lines
9.5 KiB
Markdown
# Scrabble Game — Functional spec
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Per-domain user stories: what each user-visible operation does. This is the
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starting point for any change request that touches behaviour. The English
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version is authoritative; [`FUNCTIONAL_ru.md`](FUNCTIONAL_ru.md) is a mirror for
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the project owner — mirror every point edit in the same patch (translate only
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the changed paragraphs). Sections deepen as stages land; *(Stage N)* marks where
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the detail is authored.
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## Domains
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### Client app *(Stage 7 / 8)*
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The web/app client (Svelte + Vite) realizes these stories. The **playable slice**
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(Stage 7) covers signing in (guest or email), the "my games" lobby, starting an
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auto-match, playing the board (place tiles by drag or tap, pass, exchange, resign),
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the top-1 hint, the unlimited word-check with complaint, per-game chat and nudge,
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real-time in-app updates, switching interface language (en/ru) and theme, and a
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read-only profile. **Stage 8** adds managing friends (including one-time friend
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codes) and blocks, friend-game invitations, editing the profile and binding an
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email, the statistics screen, and the in-game history viewer with GCG export.
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Settings also pick the board's bonus-label style (beginner / classic / none). A hint **lays the suggested tiles on the board** for the player to confirm and
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costs nothing when the rack has no legal move. The word-check accepts only the
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variant's alphabet, remembers answers within the session and rate-limits repeats.
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### Identity & sessions *(Stage 1 / 6 / 9 / 15)*
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A player arrives from a platform (Telegram first), via email login, or as an
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ephemeral guest. The gateway validates the credential once and mints a thin
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session token; the backend resolves it to an internal `user_id`. A **Telegram Mini
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App** launch authenticates from the platform's signed `initData`, themes the UI to
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the Telegram colours, and — on first contact — seeds the new account's interface
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language from the Telegram client. The sign-in service also declares the **game
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languages** it offers (a set of en/ru, at least one), which gate the New Game variant
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choice in the lobby. Telegram runs a separate bot per language (an English bot and a
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Russian bot, the same player spanning both); the bot a player signed in through both
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sets their offered languages and is the bot their out-of-app notifications come from. Guests are session-only with restricted features
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(auto-match only; no friends, stats or history); an abandoned guest that never
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joined a game and has been idle past the retention window is garbage-collected. While the app is open the client
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keeps a live stream and receives in-app updates in real time — the opponent's move,
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your turn, chat, nudges and a found match. When the app is **closed**, the chosen
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out-of-app events (your turn, nudge, a found match, an invitation or friend request)
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arrive as a **Telegram notification** instead — unless the player keeps notifications
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in the app only (a profile setting, **on by default**).
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### Accounts, linking & merge *(Stage 1 / 11)*
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First platform contact auto-provisions a durable account. From the profile a player
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links an email (via a confirm code) or their Telegram (via the web sign-in); a guest
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who links their first identity becomes a durable account. The "already taken" status
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of an identity is never revealed before the code/sign-in is verified. If the linked
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identity already belongs to another account, the player is shown an explicit,
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**irreversible** confirmation and the two accounts are merged into the one they are
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using (statistics summed, games and friends transferred, duplicates removed) — except
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when a guest links an identity that already has a durable account, where the durable
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account is kept and the guest's games move into it. A merge is blocked only while the
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two accounts share a game still in progress.
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### Lobby & matchmaking *(Stage 4 / 15)*
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Bottom tab menu: **my games**, **profile**. The game types offered on **New Game** are
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limited to the languages the player's sign-in service supports (English → English;
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Russian → Russian + Эрудит; a bilingual service shows all three, and the web client is
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unrestricted). This gates only **starting** a new game — both auto-match and a friend
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invitation — so a player still sees and plays existing games of any language. Auto-match
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(always 2 players) joins a per-variant pool and is paired with the next waiting human;
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after 10 s with no human the robot substitutes (the robot arrives in Stage 5). Friend games (2–4) are
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formed by inviting players from the friend list (an invitation, like a friend code,
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is shareable as a Telegram deep link that opens it directly): the inviter chooses the
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settings and the game starts once every invitee has accepted — any decline cancels it, and an unanswered invitation
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expires after seven days.
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### Playing a game *(Stage 3)*
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Place tiles, pass, exchange, or resign. A play is validated against the game's
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dictionary at submit time and scored; an unlimited preview reports what a
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tentative move would score and whether it is legal. The dictionary check tool is
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unlimited and offers a complaint on any result. Hints are governed per game —
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whether they are allowed and how many each player starts with — and draw on a
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personal hint wallet once the per-game allowance is spent. The game ends when the
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bag empties and a player clears their rack, after 6 consecutive scoreless turns,
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by resignation, or by the per-game move timeout (5 minutes to 24 hours, default
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24 hours): a missed turn auto-resigns, except while the player is inside their
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daily away window. In a two-player game a resignation or timeout gives the win to
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the other player and the leaver keeps their score. In a game with three or four
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players the leaver's seat is dropped and the others play on, the game ending when a
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single active player remains; the disposition of the leaver's tiles (returned to
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the bag or removed from play) is chosen when the game is created, and the leaver's
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rack is never shown to the others.
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### Robot opponent *(Stage 5)*
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When auto-match finds no human within ten seconds, a robot opponent takes the empty
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seat so the game starts without waiting. It is meant to feel like a person: it
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decides once per game whether to play to win (about 40% of the time, so the human
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wins most games), aims for a close score rather than crushing or throwing the game,
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and plays at a human pace — short thinking times for most moves, the occasional long
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one, and a night-time pause that tracks the player's own day. It answers a nudge
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within a few minutes and nudges back when the player has been away a long time. It
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carries a human-like, language-appropriate name (a Russian game draws mostly Russian
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names) and neither chats nor accepts friend requests.
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### Social: friends, block, chat, nudge *(Stage 4 / 8)*
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Become friends in two ways: redeem a **one-time code** the other player issues (six
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digits, valid for twelve hours), or send a **request to someone you have played
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with** — they accept, ignore it (a request lapses after thirty days and can then be
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re-sent), or decline (a decline blocks further requests from you until they hand you
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a code). Cancelling your own pending request withdraws it; unfriending removes the
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friendship. Block globally — switch off incoming chat
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and/or friend requests — and block individual players (a per-user block hides that
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person's chat and stops requests and game invitations both ways; it also ends any
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existing friendship). Per-game chat is for quick reactions: messages are short
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(up to 60 characters) and may not contain links, email addresses or phone numbers,
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even disguised. Nudge the player whose turn is awaited at most once per hour (the
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nudge is part of the game chat); the out-of-app push is delivered via the platform.
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### Profile & settings *(Stage 4 / 8)*
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Edit the display name (letters joined by a single space / "." / "_" separator, with an
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optional trailing ".", up to 32 characters), the timezone (chosen as a UTC offset), the
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daily away window (on a 10-minute grid, at most 12 hours, wrapping midnight) and the
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block toggles. The profile form is edited inline (no separate edit mode). Linking
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an email or Telegram and merging accounts are covered under "Accounts, linking &
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merge" (Stage 11).
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### History & statistics *(Stage 3 / 8)*
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Finished games are archived in a dictionary-independent form and exportable to
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GCG; the export is offered **only once a game is finished** (exporting a live game
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would leak the move journal), and the client shares the `.gcg` file where the
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platform supports it, otherwise downloads it. Statistics (durable accounts only):
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wins, losses, draws, max points in a game, and max points for a single move (the
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best play, which already includes every word it formed plus the all-tiles bonus).
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### Administration *(Stage 10)*
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Operators reach a server-rendered admin console at `${DOMAIN}/_gm` — the backend
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renders it; the gateway gates it with HTTP Basic Auth on its public listener and
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proxies it verbatim. The console lists and inspects **users** (profile, statistics,
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identities, their games) and **games** (summary + seats), works the **word-complaint
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review queue** — resolving each as reject / accept-add / accept-remove — and exposes
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the **dictionary**: the resident versions per variant, a **hot-reload** of a new
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version from `BACKEND_DICT_DIR/<version>/`, and the **pending wordlist changes**
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derived from accepted complaints (which feed the offline rebuild and are marked
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applied after a reload). When a Telegram connector is configured an operator can also
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**message a user** (by their Telegram identity) or **post to the game channel**.
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State-changing actions are protected by a same-origin check; the console tracks no
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operator identity.
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